Responsive image
博碩士論文 etd-0722119-175209 詳細資訊
Title page for etd-0722119-175209
論文名稱
Title
虛擬實境與遊戲機制對顧客體驗與滿意度的影響 -沉浸理論的觀點
Effect of Virtual Reality and Gamification on Customer Experience and Satisfaction – A Flow Theory Perspective
系所名稱
Department
畢業學年期
Year, semester
語文別
Language
學位類別
Degree
頁數
Number of pages
92
研究生
Author
指導教授
Advisor
召集委員
Convenor
口試委員
Advisory Committee
口試日期
Date of Exam
2019-07-30
繳交日期
Date of Submission
2019-08-22
關鍵字
Keywords
遊戲化、持續使用意圖、滿意度、顧客體驗、沉浸、虛擬實境
flow, gamification, Virtual Reality, continuance intention, customer experience, satisfaction
統計
Statistics
本論文已被瀏覽 5894 次,被下載 0
The thesis/dissertation has been browsed 5894 times, has been downloaded 0 times.
中文摘要
虛擬實境在近幾年興起,並被認為虛擬實境可以為使用者提供沉浸式體驗,
提升使用者的使用意願。而遊戲化也是近年常被提出的想法,遊戲化物件與遊戲
機制可以提高使用者的動機,提高參與程度。本研究將以健身車為例,探討虛擬
實境與遊戲化機制在健身運動上的效果,目的要探討這兩種設計是否確實能產生
預期的效果,並以沉浸理論來詮釋這兩種科技對顧客體驗與滿意度的影響。
本研究採用2X2的雙因子實驗設計,分為一般健身車、遊戲機制健身車、VR
健身車與VR遊戲健身車去進行實驗,一共收集了120份問卷,藉由SmartPLS 3.0
與SPSS 24進行資料分析驗證所提出之假說,以分析VR及遊戲機制對沉浸,顧客
體驗,及使用者滿意度的影響。
研究結果顯示,沉浸對於顧客體驗與滿意度皆有正向顯著的影響,而顧客體
驗也對滿意度有正向顯著的影響,而後滿意度對於持續使用意圖也有正向顯著的
影響。在沉浸對於顧客體驗的正向影響中,VR遊戲健身車與一般健身車有非常顯
著的差異,VR遊戲健身車也與遊戲機制健身車有顯著的差異。而搭配VR與搭配
遊戲機制的健身車,在沉浸對顧客體驗的影響上也與一般健身車有顯著的差異。
最後本研究也依據研究結果提供一些建議給未來想研究相關主題之學者。
Abstract
In recent years, the application of virtual reality (VR) has risen and VR is
considered to be able to enhance users' satisfaction and intention to use. Gamification is
another mechanism that is gaining popularity recently. This study investigates the effect
of these two technologies on user satisfaction and continuance intention when they are
applied to the fitness industry, and uses the exercise bike as our experimental
instrument. This study takes the flow theory as our theoretical perspective to interpret
the influential mechanism.
A 2x2 experiment was designed, which includes four scenarios: general exercise
bike, exercise bike with gamification only, exercise bike with VR only, and exercise
bike with both VR and gamification functions. The subject exercised on the assigned
vehicle randomly and filled out questionnaires afterward. A total of 120 observations
were collected. The data were analyzed with SmartPLS 3.0 and SPSS.
The results show that (1) both VR and gamification can generate significant effect
on higher flow experience, (2) flow has significant positive effects on both customer
experience and satisfaction, (3) customer experience has a significant positive effect on
satisfaction, and (4) satisfaction has a significant positive effect on continuance
intention. Our findings indicate that VR and gamification are useful in increasing the
flow experience of the exercise bike users, which will further increase user satisfaction
and intention to use continuously. Future research directions and suggestions for
practitioners are discussed.
目次 Table of Contents
論文審定書 i
摘要 ii
Abstract iii
目錄 iv
圖目錄 v
表目錄 viii
第一章、 緒論 1
第一節 研究背景與動機 1
第二節 研究問題 3
第三節 研究流程 4
第四節 章節結構 5
第二章、 文獻探討 7
第一節 虛擬實境 7
2.1.1 虛擬實境之簡介 7
2.1.2 虛擬實境之類型 7
2.1.3 HTC Vive虛擬實境裝置 8
2.1.4 虛擬實境之應用 9
第二節 遊戲化 13
2.2.1 遊戲化之定義 13
2.2.2 MDA遊戲架構 14
第三節 沉浸理論 17
2.3.1 沉浸理論之定義 17
2.3.2 影響沉浸狀態之因素 17
第四節 顧客體驗 19
第五節 滿意度 21
第六節 持續使用意圖 22
第三章、 研究方法 23
第一節 研究架構 23
第二節 研究假說 24
第三節 問項定義與衡量 26
1.3.1 沉浸 26
1.3.2 感官體驗 26
1.3.3 情感體驗 27
1.3.4 思考體驗 27
1.3.5 行動體驗 28
1.3.6 滿意度 28
1.3.7 持續使用意圖 29
第四節 研究設計 30
3.4.1 實驗環境 30
3.4.2 實驗對象 31
3.4.3 實驗流程 31
3.4.4 遊戲機制 33
第五節 資料分析方法 37
第六節 前測 39
第四章、 資料分析與研究結果 41
第一節 樣本資料分析 41
第二節 各變項之統計分析 44
第三節 信度分析 49
第四節 效度分析 50
第五節 共同方法偏差檢測與模型配適度 53
第六節 研究假說驗證 55
第七節 延伸分析 58
第八節 路徑係數差異分析 60
4.6.1 個別路徑係數分析 60
4.6.2 路徑差異分析 65
第五章、 結論與建議 71
第一節 研究發現與結論 71
第二節 研究限制與未來可研究之方向 73
參考文獻 74
ㄧ、英文文獻 74
二、中文文獻 79
附錄 80
參考文獻 References
ㄧ、英文文獻
[1] Bhattacherjee, A. (2001a). An Empirical Analysis of the Antecedents of Electronic Commerce Service Continuance. Decision Support System, 3(2), 201-214.
[2] Bagozzi, R. P., & Yi, Y. (1988). On the evaluation of structural equation models. Journal of the academy of marketing science, 16(1), 74-94.
[3] Bhattacherjee, A. (2001b). Understanding Information Systems Continuance:An Expectation-confirmation Model. Mis Quarterly, 25(3), 351-370.
[4] Bloemer, J. M. M., & Odekerken-Schröder, G. J. (2002). Store satisfaction and store loyalty explained by customer-and store related factors.
[5] Cardozo, R. N. (1965). An experimental study of customer effort, expectation, andsatisfaction. Journal of Marketing Research, 2(3), 244-249.
[6] Chen, J. K.C., Batchuluun, A., and Batnasan, J. (2015). Services innovation impact to customer satisfaction and customer value enhancement in airport. Technology in Society, 43, 219-230.
[7] Chou, Y. K. (2016). Actionable gamification:Beyond points, badges, and leaderboards. Octalysis Group.
[8] Chen, C. C., Lin, M. M., & Chen, C. M. (2012). Exploring the mechanisms of the relationship between website characteristics and organizational attraction. The International Journal of Human Resource Management, 23(4), 867-885.
[9] Churchill Jr, G. A., & Surprenant, C. (1982). An investigation into the determinants of customer satisfaction. Journal of marketing research, 19(4), 491-504.
[10] Charles A. Coonradt (1973). The Game of Work.
[11] Csikszentmihalyi, M. (1975). Beyond boredom and anxiety. San Francisco, CA: Jossey-Bass.
[12] Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15). ACM.
[13] Elverdam, C., & Aarseth, E.(2007). Game classification and game design construction through critical analysis. Game and Culture, 2(1), 3-22.
[14] Fornell, C., & Larcker, D. F. (1981). Structural equation models with unobservable variables and measurement error: Algebra and statistics.
[15] Grigore C. Burdea (1994). Virtual Reality Technology.
[16] Hoffman, D. L., & Novak, T. P. (1996). Marketing in hypermedia computer-mediated environments: Conceptual foundations. Journal of Marketing, 60, 50–68.
[17] Henseler, J., Dijkstra, T. K., Sarstedt, M., Ringle, C. M., Diamantopoulos, A., Straub, D. W., ... & Calantone, R. J. (2014). Common beliefs and reality about PLS: Comments on Rönkkö and Evermann (2013). Organizational research methods, 17(2), 182-209.
[18] Hunicke, LeBlanc, & Zubek(2004). MDA:A Formal Approach to Game Design and Game Research.
[19] Huotari, K., & Hamari, J. (2012, October). Defining gamification: a service marketing perspective. In Proceeding of the 16th international academic MindTrek conference (pp. 17-22). ACM.
[20] Jones, M. A., Suh, J., 2000. Transaction‐specific satisfaction and overall satisfaction: an empirical analysis, Journal of Services Marketing, 14(2), 147-159.
[21] Kelly, J. R. (1987), Freedom to be - A new sociology of leisure. New York:Macmillan.
[22] Kim, H. W., & Kankanhalli, A. (2009). Investigating user resistance to information systems implementation: A status quo bias perspective. Mis Quarterly, 33(3), 567-582.
[23] LeBlanc, M.(2004). Game design and tuning workshop materials. Presentation at the Game Developers Conference:San Jose, CA.
[24] Leong, B., & Luo, Y. (2011). Application of game mechanics to improve student engagement. Conference on teaching and learning in higher education. Singapore.
[25] Liu, D., Santhanam, R., & Webster, J. (2017). Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems. MIS quarterly, 41(4).
[26] Matsunaga, R. M., de Oliveira Moraes, R. L., Borges, M. A. F., Matta, M. A. P., & Ozelo, M. C. (2014, May). Development of a serious game for children with hemophilia. In 2014 IEEE 3nd International Conference on Serious Games and Applications for Health (SeGAH) (pp. 1-6). IEEE.
[27] Mekler, E. D., Brühlmann, F., Opwis, K., & Tuch, A. N.(2013). Do points, levels and leaderboards harm intrinsic motivation? :an empirical analysis of common gamification elements. In Proceedings of the First International Conference on Gameful Design, Research, and Applications(pp. 66e73). ACM.
[28] McCormick, Ty. "Anthropology of an idea gamification." Foreign Policy 201 (2013): 26.
[29] Nunnally, J. (1978). Psychometric methods.
[30] Oliver, R. L. (1981). Measurement and evaluation of satisfaction processes in retail settings. Journal of retailing.
[31] Oliver, R. L. (2006). Customer satisfaction research. The handbook of marketing research: Uses, misuses, and future advances, 1.
[32] Podsakoff, P. M., MacKenzie, S. B., Jeong-Yeon Lee, & Podsakoff, N. P. (2003). Common method biases in behavioral research: A critical review of the literature and recommended remedies. Journal of Applied Psychology, 88(5), 879-903.
[33] Patterson, P. G., Johnson, L. W., and Spreng, R. A. (1997). Modeling the determinants of customer satisfaction for business-to-business professional services. Journal of the Academy of Marketing Science, 25(1), 4-17.
[34] Pine, B. J., & Gilmore, J. H. (1998). Welcome to the experience economy. Harvard business review, 76, 97-105.
[35] Robson, Plangger, Kietzmann, McCarthy, & Pitt(2015). Game on:Engaging customers and employees through gamification. Business Horizons.
[36] Robson, Plangger, Kietzmann, McCarthy, & Pitt(2015). Is it all a game ? Uuderstanding the principles of gamification. Business Horizons, 58, 411-420.
[37] Schmitt, B. (1999). Experiential marketing. Journal of marketing management, 15(1-3), 53-67.
[38] Selnow, G. W. (1988). Using interactive computer to communicate scientific information. American Behavioral Scientist, 32(2), 124-135.
[39] Steuer, J. (1993). „Defining Virtual Reality: Dimensions Determining Telepresence “(Social Responses to Communication Technologies, Paper 104).
[40] Skadberg, Y. X., & Kimmel, J. R. (2004). Visitors’flow experience while browsing a Web site: its measurement, contributing factors and consequences. Computers in human behavior, 20(3), 403-422.
[41] Sweetser, P., Wyeth, P. (2005). Game flow:a model for evaluating player enjoyment in games. ACM Computers in Entertainment 3(3), 1-24.
[42] Thiebes, S., Lins, S., & Basten, D. (2014). Gamifying information systems-a synthesis of gamification mechanics and dynamics.
[43] Thong, J. Y. L., Hong, S. J., Tam, K. Y. (2006). The effects of post-adoption beliefs on the expectation-confirmation model for information technology continuance. International Journal of Human-Computer Studies, 9(64), 799-810.
[44] Verhagen, T., & van Dolen, W. (2011). The influence of online store beliefs on consumer online impulse buying: A model and empirical application. Information & Management, 48(8), 320-327.
[45] Webster, J., Trevino, L. K., & Ryan, L. (1993). The dimensionality and correlates of flow in human-computer interactions. Computers in Human Behavior, 9(4), 411–426.
[46] Woodruff, R. B., Cadotte, E. R., & Jenkins, R. L. (1983). Modeling consumer satisfaction processes using experience-based norms. Journal of marketing research, 20(3), 296-304.
[47] Yi, Y. (1990). A critical review of consumer satisfaction. In V. A. Zeithaml (Ed.), Review of marketing, 68-123, Chicago: American Marketing Association.
[48] Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. " O'Reilly Media, Inc.".
[49] INQUIRER.net (2016). Alibaba launches full VR shopping experience with Buy+. https://technology.inquirer.net/56131/alibaba-launches-full-vr-shopping-experience-buy
[50] SuperData Research. Virtual Reality Market and Consumers. https://www.superdataresearch.com/market-data/virtual-reality-industry-report/
二、中文文獻
[1] 周秩年、黃怡姍。產業分析:運動服務業發展趨勢 (2018年)。台灣趨勢研究。
[2] 蔡佩璇、游萬來(2005,6月)。電子故事書融入語文學習互動設計之探討。載於中華民國僑務委員會舉辦之「第四屆全球華文網路教育研討會」論文集,頁259-270。台北市。
[3] 賴崇閔、黃秀美、廖述盛、黃雯雯(2009)。3D 虛擬實境應用於醫學教育接受度之研究。載於教育心理學報,40 卷,3 期,頁341-362。
[4] 鍾孟玲(2013)。探索健身運動樂趣來源-以質性研究的途徑。載於2013 年國際休閒遊憩與運動管理發展趨勢研討會專刊,頁232-249。
[5] 工研院。VR市場近期發展與重要應用。https://ictjournal.itri.org.tw/Content/Messagess/contents.aspx?MmmID=654304432122064271&MSID=745130473747417431
[6] 商業週刊。六塊肌價比真金!Airbnb股東、超商都搶撈。
http://www.twtrend.com/share_cont.php?id=62
[7] VR+。Facebook。https://www.facebook.com/VRPLUSTW/
[8] HTC Vive blog。https://blog.vive.com/tw/
[9] 數位時代-虛擬實境。https://www.bnext.com.tw/
[10] 翻轉教育-親子天下網站。VR如何為教育學習提供創新價值?https://flipedu.parenting.com.tw/article/4642
電子全文 Fulltext
本電子全文僅授權使用者為學術研究之目的,進行個人非營利性質之檢索、閱讀、列印。請遵守中華民國著作權法之相關規定,切勿任意重製、散佈、改作、轉貼、播送,以免觸法。
論文使用權限 Thesis access permission:自定論文開放時間 user define
開放時間 Available:
校內 Campus:開放下載的時間 available 2024-08-22
校外 Off-campus:開放下載的時間 available 2024-08-22

您的 IP(校外) 位址是 3.137.185.180
現在時間是 2024-04-20
論文校外開放下載的時間是 2024-08-22

Your IP address is 3.137.185.180
The current date is 2024-04-20
This thesis will be available to you on 2024-08-22.

紙本論文 Printed copies
紙本論文的公開資訊在102學年度以後相對較為完整。如果需要查詢101學年度以前的紙本論文公開資訊,請聯繫圖資處紙本論文服務櫃台。如有不便之處敬請見諒。
開放時間 available 已公開 available

QR Code